Base Class: Artificer
Alchemist subclass as revised by bone wizard on youtube
Alchemist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| Artificer Level | Spell |
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3rd |
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5th |
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9th |
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13th |
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17th |
Shrewd Concoctor
Also at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Also, you know how to make potent potions, poisons, oils and bombs using far less ingredients than the listed amounts. You require half the amount of ingredients and creature parts to make any potion, poison, oils, and bombs. Also, while any person proficient in alchemy supplies can only make 1 potion, poison, oil, or bomb during a long rest, you can make an amount equal to your intelligence modifier.
Level 3: Experimental Elixir
When you adopt this specialization at 3rd level, whenever you finish a long rest, you can magically produce 2 experimental elixirs. When consumed, the experimental elixirs gains a number of temporary hit points 2d4+ your artificer level and produces random effects from the experimental elixir table.
Roll on the Experimental Elixir table a number of times equal to your proficiency bonus to determine the elixir's effects. Reroll any repeating numbers. The rolls are triggered when someone drinks the elixir.
As a bonus action, a creature can drink the elixir. As an action, a creature can administer it to an incapacitated creature.
You can create additional experimental elixirs by expending a spell slot of 1st level or higher. When you do so, you use your action to create the elixir, you choose the elixir's effect from the experimental elixirs, and the elixirs only grant 2d4 temporary hit points. For every spell slot level over level 1, you choose one additional effect for the elixir and it grants an additional 1d4 temporary hit points.
Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest. Effects of the Experimental Elixir end after their time limit or when a creature drinks another elixir, replacing the effects of the first elixir with the second one.
When you reach certain levels in this class, you can make more elixirs at the end of a long rest: three at 9th level and four at 15th level. Roll for each elixir's effect separately.
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Experimental Elixir |
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1 |
Transformation The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell. Additionally, When the drinker makes a skill check, they can roll 1d4 and add the number rolled to the check. These effects last for 10 minutes. |
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2 |
Robustness The drinker's body is invigorated by the Aid spell. |
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3 |
Swiftness. The drinker's walking speed increases by 10 feet for 10 minutes. |
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4 |
Resilience. The drinker gains a +1 bonus to AC for 10 minutes. At level 9, the bonus increases to +2. |
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5 |
Boldness. The drinker can roll 1d4 and add the number rolled to every attack roll and saving throw they make for the next 10 minutes. |
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6 |
Strong Arm. The drinker gains a climb speed equal to their walking speed for 10 minutes. Additionally, when the drinker hits a creature with an attack, they can roll 1d4 and add the number rolled onto the damage for the next 10 minutes. |
Level 5: Alchemical Savant
At 5th level, you've developed a masterful command of magical chemicals, enhancing the healing created through them. Whenever you cast an artificer spell that restores hit points or a creature drinks a potion or elixir that you created that restores hit points, they gain additional hit points equal to your intelligence modifier.
Level 5: A Little Sip
At 5th level, you are able to do a whole lot with very little. Any potion, elixir, or potion like consumable item YOU drink has a 50% chance to not be consumed but still gain the benefits from. For example, if you drank a potion of flight there is a 50% chance you could drink a little sip of the potion, gain the full benefits of a potion of flight, and that potion would still be able to be used by another creature or by you again. You can not use this feature on the same individual consumable twice.
Level 9: Restorative Reagents
Starting at 9th level, you can incorporate restorative reagents into some of your works:
- Whenever a creature drinks an experimental elixir you created, the creature regains 2d6 hit points.
- You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Level 9: Poison Resistance
Also at 9th level, your tolerance to harmful substances has been raised by your botched brews. You gain resistance to poison damage and have advantage on saving throws against poison.
Level 15: Chemical Mastery
By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
- You also gain resistance to acid, and you are now immune to the poisoned condition.
- You can cast Greater Restoration and Heal without expending a spell slot, without preparing the spell, and without providing the material component. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
- The effects of your Experimental Elixir that last for 10 minutes now last 1 hour.







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